By GamGem ResearchLast updated 7 Oct 2026

Dust 2 strats — T default, CT setup and executesDust II
Active Duty: Ancient · Anubis · Cache · Dust II · Inferno · Mirage · Nuke (Cache replaced Overpass, Valve update 8 Jul 2026)Default: Long Doors · Long Doors · Top Mid · Catwalk · Upper Tunnels — regroup at Long A.
Stop / rotate / save if: Long Doors: Once Long is won, do not idle: pressure A, hold the space, or combine with Short.
Coordination budgettwo people listening
Round typegrenades priced
Players alivemissing-player rule
Five role slotspick the slot nearest your spawn — no names
Ordered routespawn → places → regroup
- 1T Spawnbuy, split the utility
- 2Long DoorsFlash through Long Doors and fight for Long.
- 3Long DoorsSecond Long player: trade the first one and help hold Long.
- 4Top MidWatch Mid (Xbox smoke at round start), check CT movement.
- 5CatwalkSupport from Catwalk/Short once Mid is safe.
- 6Upper TunnelsLurk/hold Upper Tunnels to stop B pushes.
- 7Long Aregroup before the hit
Round clock1:55 → 0:00
- 1:49Running with a knife, a T reaches Long Doors in about 6 seconds.
- 1:48A CT reaches Long in about 7 seconds, just after the Ts can reach Long Doors.
- 1:47Long execute: three players should be at Long corner by 8 seconds.
- 1:45CTs hold default positions and listen for the first 10 seconds.
- 1:40A five-man B rush that exits the tunnels before 1:40 is very hard to stop without an aggressive tunnel CT.
- 1:30By 25 seconds in, CTs should have identified the T plan and committed to a rotation.
- 0:20Latest point to call a full A-to-B CT rotation (it takes about 8–9 seconds).
- Round
- 1:55
- Bomb after plant
- 40 s
- Defuse, no kit
- 10 s
- Defuse, kit
- 5 s
Situation → Plan
T default3 guides agree
- 1Long Doors — Flash through Long Doors and fight for Long.finds out: Whether CTs contest Long and where the Long player/AWP sits.stop if: Once Long is won, do not idle: pressure A, hold the space, or combine with Short.
- 2Long Doors — Second Long player: trade the first one and help hold Long.finds out: Same Long information; confirms CT numbers on the A side.stop if: Same as the first Long player.
- 3Top Mid — Watch Mid (Xbox smoke at round start), check CT movement.finds out: Mid CT/AWP position and rotations; this information usually decides the site.stop if: Stays as the Mid watcher; Mid must not be left empty.
- 4Catwalk — Support from Catwalk/Short once Mid is safe.finds out: CT presence on Short and the A site from above.
- 5Upper Tunnels — Lurk/hold Upper Tunnels to stop B pushes.finds out: B-side CT aggression through the tunnels.stop if: Later joins a B hit, drops to Lower Tunnels for Mid pressure, or keeps lurking.
CT setup4 guides
- 1Pit — Long player (often the AWP): hold Long from Pit or the platform, do not over-peek Long Doors, fall back toward site if outnumbered.
- 2A Short — Short/Catwalk player: stop Short and Mid-to-A pushes, help the Mid player, rotate when needed.
- 3CT Mid — Mid player: watch Mid Doors, Lower Tunnels and Catwalk movement; call a Mid-to-B split early.
- 4B Window — Second B player: early tunnel info from Window and a crossfire with the site anchor.
- 5Upper Tunnels — B anchor: hold the Upper Tunnels exit from cover on site; delay, call, and wait for rotations instead of taking every fight.
Mid control decision tree
Solo-queue call ladder
- 1Agree on one simple default each round; full executes rarely work with randoms. guide
- 2Learn and throw your own key smokes instead of counting on teammates to do it. guide
- 3Call exact numbers, positions (callouts, not "left"), utility you see and kills you get; say when you are guessing and how old your information is. guide
- 4Announce anything that departs from the plan — taking the bomb elsewhere or lurking; an unannounced lurk just leaves the team a player down. guide
- 5If unsure what to play, take support: learn a handful of grenades, throw them for others and trade. guide
- 6Stay quiet in clutches unless the info is vital, never flame randoms, mute if needed. guide
- 7Settle buys together in freeze time; players with spare money drop weapons for poorer teammates. guide
Executes4 from the guides
- Smoke → Long Doorslineup
- Flash → Long Doorslineup
- Smoke → CT Spawnlineup
- Molotov → A Carlineup
- Molotov → Gooselineup
Call it when: Classic A hit, usually called when the T side has a good Long spawn.Entry order: Flash through Long Doors and win (or avoid) the Pit fight with trades; the cross smoke must bloom before anyone pushes the corner; then cross to site together, with a Catwalk player pinching if available.Plant: Behind the box on the A platform (visible from Long)Post-plant: Spread out instead of stacking the site: Goose, Long Pit, Elevator and the Short corner.$1,600 of grenades at Valve’s prices — whether the round can carry it is the economy board’s call.8 guides · newest 16 Aug 2026
Retake options
- 2-player A site retakeRoute: via CT Spawn and A ShortFirst utility: Molotov the default plant from Catwalk (smoke in front of you first) and pop-flash over Short before pushing the cross.Clear first: Not stated by the guides.Save instead if: no guide states a line — see the save rules below.Source: one from CT Cross, one from Catwalk. profilerr adds that CT Spawn alone is the worst retake route and needs players on Catwalk or Long too. Not stated; common T post-plant spots are Goose, Long Pit, Elevator and the Short corner (cswiki). No source gives a save rule; boostroom only says not to retake alone into a set site.5 guides · newest 16 Aug 2026
Utility order(Long take into A)
- 1. Smoke → Long DoorsLong Corner smoke thrown from T Spawn; lands at the corner just past Long Doors.
- 2. Flash → Long DoorsFlash through Long Doors before the first player pushes.
- 3. Smoke → CT SpawnCT cross smoke from Long; blocks the CT-to-A crossing.
- 4. Molotov → A Car
- 5. Molotov → Goose
Round review: errors → repairs
If CTs push / we lose a player
- Stay tradeable: keep enough spacing that a teammate can punish your killer — not stacked on top of each other, not so far back that the defender escapes. guide
- The trading player swings right after first contact, before the enemy can reset; on a numbers advantage, count down a double peek. guide
- Do not be the first to see an enemy unless the trade or your utility is ready; an entry only works as a pair, and an untraded first death gives the enemy free value. guide
- On CT side, being tradeable means crossfires, a support angle or a fallback route rather than a lone early fight. guide
- In retakes, enter together and trade instantly instead of trickling in. guide
Ask about this plan
Screenshot briefing
Dust II · T · I have no caller PLAN: Default: Long Doors · Long Doors · Top Mid · Catwalk · Upper Tunnels — regroup at Long A. 1 Long Doors: Flash through Long Doors and fight for Long. 2 Long Doors: Second Long player: trade the first one and help hold Long. 3 Top Mid: Watch Mid (Xbox smoke at round start), check CT movement. 4 Catwalk: Support from Catwalk/Short once Mid is safe. 5 Upper Tunnels: Lurk/hold Upper Tunnels to stop B pushes. STOP: Long Doors: Once Long is won, do not idle: pressure A, hold the space, or combine with Short. REGROUP: Long A
Sources10 guides
- profilerr.net2 pages
- cs2flow.com1 page
- counterstrikewiki.com1 page
- skin.club1 page
- cs2hype.com1 page
- boostroom.com1 page
- refrag.gg1 page
- pirateswap.com1 page
How fresh
- All sources are CS2-era (after 2023-09-01). Valve's 2024-07-23 patch changed the crates under Catwalk so a CT can jump up without a boost; the GGRecon guide predates it. Dust II has no B-site interior callout in the required list, so on-site B positions are mapped to the nearest listed callout with a note.
- 2024-07-23: Crates below Catwalk adjusted so a player can reach Catwalk without a teammate's boost (helps CTs fight Mid).
Contradictions
- Name of the standard CT setupOne view: 2-1-2 (two A, one Mid, two B).Another: cswiki labels the same layout 1-1-2-1; boostroom uses one B plus a flexible support player.
- Is B easy to hold?One view: B is the easier site to defend, so two players are enough there.Another: B is easier to take but harder to hold.
- Which retake is harderOne view: A retakes are generally harder than B.Another: B is one of the hardest retakes in the game.
- A plant spotOne view: Plant for Goose (hardest retake).Another: Plant behind the platform box for Long visibility, or in the open for Short/CT coverage.
- B rush route nameOne view: cs2hype sends the five-man B rush through 'Lower Tunnels'.Another: Other guides throw the B rush flashes from Upper Tunnels (Lower Tunnels leads to Mid).
Why this plan?
Each line on this board is a row from a guide — a default, a setup, a branch, an execute — cited where it shows. The missing-player rule, the swap rule and the coordination count are ours, and say so.
- Entry:
- First player into contested space; job is to win the opening duel or die where a teammate can trade and take the space.
- Support:
- Throws most of the set utility, flashes for others and is the trade behind the entry.
- Lurk:
- Plays away from the main group, holds ground the team left, cuts rotations and closes late rounds — with timing agreed with the team.
- AWPer:
- Carries the team's most expensive weapon to close or open long sightlines; a team purchase, not a personal one.
- IGL:
- Calls the round, reads it mid-round and manages the team's money.
- Anchor:
- CT who holds a site alone or in a pair and is judged on surviving long enough for help, using delay utility.
- Rotator:
- CT who floats between areas and decides when the noise is real before moving.
Plans in our words from the guides each part cites · no match data, no player names, no map renders · plans are conventions, not “the meta”.
